 Okay, so let's move on to building out the coping now and this is basically the coping is the metal Tube that they put on the top of these ramps. So that way, you know, the skateboarders or inline skaters can grind on that particular Pipe if you will, all right, but they call it the coping. So let's go back in the Houdini and get this built out Alrighty, so let's go and get the coping. So it's this metal pipe That usually sits right on top of the any of the ramps really most of the ramps will have these particular Features added on to the ramps. All right, so to build this I can actually do a really cool technique That allows me to leverage all the work that I've already done All right, so what I want to do is I'll put the pipe on the top here So I want to get this I want to get all the values I want to reuse all the work that we've done with this sweep node here All right, all these settings and everything that I've already gotten setting up And so what I want to do is I'm gonna actually right-click it and go to actions and I'm gonna create a reference copy All right, so this creates a reference copy for me and what I'm going to do is I'm actually going to cut that off And I'm just going to copy this particular Actually, we need to get this particular shape. So let's do this watch and we need this particular shape right here So let's actually copy that object merge again. All right, but instead we're going to get the ramp curve So I'm going to say get ramp curve here So ramp curve and then I'm going to take this null node and just drag it into there And again, that's just because I want to keep all my systems clean So, you know, this is creating the transition. This is creating the ramp. So all these nodes are going to create the coping So I'm just keeping everything nice and isolated out helps you stay organized. Well, these helps me stay organized All right, so now I have that ramp curve Let's pump it into my reference copy that sweep node that we just made and let's take a look So we're going to get that same geometry and I want to keep all the settings Exactly the same all I want to do is I want to change the output type this surface type currently It's set to quadrilaterals, which will give me a nice clean geometry, which is great in this case I just want to output curves. All right, so what I'm going to do is I'm going to hold down Control and shift on the keyboard and then click on the surface type Label here and that basically disconnects the link the reference link. Okay, and so in this case I actually want to get all the rows. This will give me all the curves the horizontal curves here and I also Well, we don't actually need to get rid of these points What I do what I do is I want to grab just this top curve. All right So to do that we can actually utilize our group by range node again. All right, so let's do that Let's do a group by range Like so and let's hook this guy in from the sweep node and We do definitely want to work on primitives because if I turn on my prim num components We have a primitive per line, which is perfect and I just want to grab this guy So again, we can utilize this end Slider here and just push it up to one and that basically will deselect this top one and select all these inner prims So let's call this group inner prims like so All right, and then let's drop down a blast node to get rid of all those guys So I'm just gonna hit a blast node and We're gonna go and hit or we're gonna go and select the inner prims there and look at that We're left with just that curve How cool is that? All right, so then let's go and drop down a sweep node again Okay, so let's do this like so I'm gonna make sure I hit control s on the keyboard just to save my scene And we need to go and set the surface shape because you know, we're not gonna be using Our own custom cross section We're actually gonna use the round tube because you know, that's all we really need actually and for this I'm going to pull this all the way down to something like you know point two five I think and this is actually a good value for our HDA as well So let's right click on the HDA name up here in the breadcrumbs and let's go to type properties And I'm gonna make another separator. All right. I'm just kind of keeping all these things and you know nice little modules here I'll probably clean this up a little bit later But using the separators works while you're you know kind of in development All right, and then I'm just gonna drag and drop this radius and this columns. All right So let's actually name this is gonna be the coping Columns and this is gonna be the coping radius just so you know, it's clear which Which parameter goes to what so with that I'm gonna hit apply. You'll notice that the Parameters over here are now green, which means they are linked up All right. So with that let's hit accept to commit all those changes I also want to produce the end cap So the new sweep node allows us to actually produce the end cap geometry, which is awesome saves a lot of time So I'm gonna set the end cap to single polygon and I'm gonna also include it as a group because I want to be able to UV those guys Okay, cool. So that also means we need to generate some UV's for this particular Tube piece here and to do that. We're gonna go to our UV's and attributes and we're going to basically Compute our UV's now remember that this node over here is actually computing UV's So we should actually break this link as well because our reference copy was creating UV's So let's break the link and just turn that off that way. We're not generating any UV's So now we can go and generate UV's for this guy, all right So I'm gonna turn on compute UV's turn off the normalized computed use and then turn off my snapping And if I hit five on the keyboard, you can see I have a perfect UV mapping for this guy awesome So what we need to do is we actually need to take care of the the end caps You'll notice that the end caps didn't get UV's so that would be cool if they actually included that with the Sweep node, but in this case it's super easy all I need to do is just put down a UV unwrapped node like so and We'll pipe that guy in there and we just want to Select that end caps group and that basically will UV map just those guys So now we've got those and again We're gonna take care of the texel density here once we get the model all done But at least we're producing UV's and then we'll basically use a UV layout node All right, so let's go and create a group node So we're gonna create a group node here so we can group this geometry and this is going to be called coping and Then let's go and give it some color. So I'm actually going to leverage the color that we already did over here All right, it's already that metal color So I'm just going to use alts left-click and drag and then I'm going to wiggle it off All right, I'll break the connection You can also use y on the keyboard to bring up the little scissors tool and then you just left-click and drag to create a Link there or to cut the link. I should say All right, there we go. And now we've got the color cool I'm going to turn off my prim num display and let's go and copy this null node So alts left-click and drag there we go. Let's hook it back up. We'll call this out a coping And look at that. We now got that all set up. So at this point, you know, I can't actually I mean I think actually if we do this well that stick Yeah, and then just turn this guy on so now we can see all but this one's gonna be templated, right? And so what I want to do is I actually want to be able to see how all my geometry is coming together so this this is when we start to develop a Final object merge node and I usually like to call it assembly. So I'm just going to drop down an object merge node and call it Assembly and then inside of this assembly node or this object merge node I want to have all three of these null nodes and Import it into it. All right, so I'm going to select the object merge node Go to transform set it to none and then I'm going to Left-click and drag our transition into this slot right here I'm going to create a new slot by hitting this little plus button And I'm going to left-click and drag the ramp geometry and then create another slot and then left-click and drag My coping and now if I turn this guy on you can see I have all the geometry So now we don't need to do all that special templating or anything. We can see how all of our model is coming together Another thing we can do to is start to clean this up. So I'm going to Select all these nodes by left-clicking and dragging then hitting shift o on the keyboard to create a net box and I'm going to call this shape like so and then let's go and Make a net box around this guy. So Hit shift. Oh, this allows me now to move all these nodes together. It's really cool. So I'm going to call this transition Like so. All right, then let's select all these guys. All right hit shift. Oh, just move this out a little bit more, too All right, I'll call this ramp and Then finally we'll do the same thing for the coping. So I hit shift. Oh, and we'll call this coping Awesome, you can also go. I should note, too You can also go and color these so if hit see on the keyboard you can give them color if you want it not necessary But totally can all right Cool, so now I've got our ramp. I mean actually we've got a ramp already to go It's all UV and everything so, you know, if we were to hit you five on the keyboard You see we have all of the UVs produced But what I want to do is actually go and create the deck and the railing at the top here That usually see just to give it a nice little extra little bit of detail. All right, so let's move on and take care of that